Karma/Player Guide

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This is a beginner-friendly guide for playing Karma. For full character details, see Karma.

Overview

Role in the Party: Versatile Shapeshifter, Support Caster & Battlefield Controller

Core Strengths:

  • Transform into powerful beasts with Wild Shape (CR 1 creatures)
  • Access to one of the largest spell lists in the game
  • Can heal, control, and damage with spells
  • Extreme versatility - can adapt to any situation
  • Tabaxi racial abilities (climbing, claws, speed burst)
  • Elemental Fury for bonus damage in Wild Shape

Key Stats to Know:

  • AC: ~15 normally (varies wildly in Wild Shape)
  • HP: ~44 normally (but you get beast HP when Wild Shaped!)
  • Spell Save DC: ~15 (enemies roll vs this for your spells)
  • Spell Attack Bonus: +7 (when you need to roll to hit with spells)
  • Wild Shape Uses: 2 per short rest (can transform twice)
  • Spell Slots: 4/3/3/1 (1st through 4th level)

COMBAT - What Can I Do On My Turn?

Your Turn (Main Action)

1. Wild Shape Into a Beast (THE BIG ONE)

  • Action: Transform into a beast you've seen before
  • CR Limit: Up to CR 1 (brown bear, dire wolf, giant spider, giant toad, etc.)
  • Duration: Hours equal to half your druid level (3 hours at level 7)
  • HP Advantage: You gain the beast's HP as temporary HP
 * Example: Brown Bear has 34 HP - you get 34 extra HP on top of your normal 44!
  • You keep: Your mental stats (Int, Wis, Cha), personality, skill/save proficiencies if better
  • You gain: Beast's physical stats (Str, Dex, Con), attacks, special abilities, AC, movement

Popular Wild Shape Forms:

Brown Bear (Tank):

  • AC 11, HP 34, Speed 40 ft, climb 30 ft
  • Multiattack: Bite (+5, 1d8+4) and Claws (+5, 2d6+4)
  • Average damage: 13 per turn
  • Special: Keen Smell (advantage on Perception checks using smell)
  • When to use: Frontline tanking, absorbing damage

Dire Wolf (Damage & Control):

  • AC 14, HP 37, Speed 50 ft
  • Bite: +5 to hit, 2d6+3 piercing
  • Pack Tactics: Advantage on attacks if ally within 5 ft of target
  • Knockdown: Target must save (DC 13) or be knocked prone
  • When to use: High damage, helping allies, chasing enemies

Giant Spider (Control & Utility):

  • AC 14, HP 26, Speed 30 ft, climb 30 ft
  • Bite: +5 to hit, 1d8+3 piercing + 2d8 poison (DC 11 Con save)
  • Web: Ranged attack, restrains target (DC 12 Str check to escape)
  • Spider Climb: Walk on walls and ceilings
  • Web Sense: Detect creatures touching your webs
  • When to use: Crowd control, climbing challenges, lockdown

Giant Toad (Utility):

  • AC 11, HP 39, Speed 20 ft, swim 40 ft
  • Bite: +4 to hit, 1d10+2 piercing + grapple
  • Swallow: Grappled target can be swallowed (takes acid damage)
  • Standing Leap: 20 ft long jump, 10 ft high jump
  • When to use: Water environments, removing enemies from combat

2. Cast a Spell (Druid Spell List)

Offensive Spells:

  • Thorn Whip (cantrip) - 2d6 piercing, pull target 10 feet closer
  • Produce Flame (cantrip) - 2d8 fire, ranged or melee
  • Thunderwave (1st) - 15-ft cube, 2d8 thunder, push 10 feet
  • Ice Knife (1st) - Ranged attack, 1d10 piercing + 2d6 cold AoE
  • Flaming Sphere (2nd) - Create a rolling ball of fire, 2d6 fire per turn
  • Heat Metal (2nd) - Make metal object burn, 2d8 fire + disadvantage on attacks
  • Call Lightning (3rd) - Call down lightning bolts, 3d10 damage per bolt, lasts 10 minutes
  • Conjure Animals (3rd) - Summon 8 CR 1/4 beasts (wolves, giant bats, etc.)

Control Spells:

  • Entangle (1st) - 20-ft square, restrain creatures (Str save to escape each turn)
  • Faerie Fire (1st) - Outline creatures in light, attacks have advantage
  • Hold Person (2nd) - Paralyze a humanoid (Wis save)
  • Spike Growth (2nd) - 20-ft radius difficult terrain, 2d4 damage per 5 feet moved
  • Plant Growth (3rd) - Make 100-ft radius difficult terrain (quadruple movement cost)
  • Sleet Storm (3rd) - 40-ft radius difficult terrain, Dex save or fall prone

Healing Spells:

  • Cure Wounds (1st) - Heal 1d8+4
  • Healing Word (1st, bonus action) - Heal 1d4+4 at range (60 ft)
  • Lesser Restoration (2nd) - Cure disease or condition
  • Revivify (3rd) - Bring dead creature back to life (if dead <1 minute)

Utility Spells:

  • Goodberry (1st) - Create 10 berries, each heals 1 HP
  • Pass Without Trace (2nd) - +10 bonus to Stealth for whole party for 1 hour
  • Locate Animals or Plants (2nd, ritual) - Find specific creature or plant type

3. Melee Attack (if not Wild Shaped or spellcasting)

  • Claws (Tabaxi): 1d4+2 slashing (when not holding weapons)
  • Quarterstaff: +5 to hit, 1d6+2 bludgeoning (or 1d8+2 two-handed)
  • Generally weaker than Wild Shape or spells - avoid if possible

4. Elemental Fury (Circle of the Moon Feature)

  • When in Wild Shape, you can use a bonus action to deal extra damage
  • Once per turn when you hit with an attack, add 1d6 cold, fire, or lightning damage
  • Example: Dire Wolf bite (2d6+3) + Elemental Fury (1d6 cold) = 3d6+3 damage

Bonus Actions

  • Wild Shape: Transform into a beast (can do this twice per short rest)
  • Healing Word: Heal an ally at range (1d4+4)
  • Feline Agility (Tabaxi): Double your speed for one turn (recharge when you don't move)
  • Elemental Fury: Add 1d6 elemental damage to an attack (in Wild Shape)
  • Flaming Sphere: Move the sphere and ram a creature (if spell is active)

Reactions

  • Opportunity Attack: When enemy leaves your reach
  • Cat's Reflexes (Tabaxi): Potentially advantage on Dex saves (depends on build)

Passive Abilities (Always On)

  • Wild Shape: Transform into beasts for combat or utility
  • Cat's Claws: Climbing speed of 20 feet, claws for unarmed strikes
  • Darkvision: See in dim light as bright, darkness as dim (60 feet)
  • Feline Agility: Can double speed once (recharges when stationary)
  • Ritual Casting: Cast ritual spells without using spell slots
  • Timeless Body: Age more slowly (at level 10)

SOCIAL SITUATIONS - How Can I Interact?

Skill Proficiencies:

  • Perception: +7 (great for spotting hidden things, probably highest in party)
  • Survival: +7 (tracking, foraging, navigating wilderness)
  • Insight: +7 (reading people and detecting lies)
  • Medicine: +7 (stabilizing dying creatures, diagnosing illness)
  • Animal Handling: +7 (calming and controlling animals)
  • Nature: +7 (knowledge of plants, animals, weather, terrain)
  • Stealth: Moderate (boosted to +10 with Pass Without Trace)

Special Abilities:

  • Wild Shape: Transform into animals to go unnoticed
 * Examples: Cat to sneak into a house, mouse to hide, bird to scout from above
  • Speak with Animals: Cast as ritual to talk with beasts
  • Beast Speech: Always-on ability to understand and speak with animals (if you took this)
  • Cat's Talent (Tabaxi): Proficiency in Perception and Stealth

Roleplay Strengths:

  • Deep connection with nature and animals
  • Can transform to solve non-combat problems
  • Wise advisor and healer
  • Member of Emerald Enclave - protector of nature
  • Tabaxi curiosity and agility

EXPLORATION - How Can I Help Outside Combat?

Skills for Exploration:

  • Survival: +7 (best tracker in party - finding trails, foraging, navigation)
  • Perception: +7 (passive likely 17) - excellent for spotting danger and hidden things
  • Nature: +7 - identifying plants, animals, environmental hazards
  • Medicine: +7 - treating injuries and illness during travel

Special Abilities:

  • Wild Shape: Transform for travel and exploration
 * Flying forms (later): Scout from above
 * Swimming forms: Giant toad for underwater exploration
 * Climbing forms: Giant spider to scale walls
 * Tiny forms: Mouse to squeeze through small spaces
  • Cat's Claws: 20 ft climb speed naturally
  • Pass Without Trace: Give entire party +10 to Stealth for 1 hour (AMAZING for sneaking)
  • Speak with Animals: Get information from local wildlife

Utility Spells:

  • Detect Magic: Find magical auras (cast as ritual)
  • Detect Poison and Disease: Identify hazards (cast as ritual)
  • Purify Food and Drink: Make food safe to eat (ritual)
  • Locate Animals or Plants: Find specific creatures or plants (ritual)
  • Goodberry: Create emergency food that also heals

Movement:

  • Speed: 30 feet normally (60 feet with Feline Agility for one turn)
  • Climb Speed: 20 feet (from Cat's Claws)
  • Wild Shape: Varies by form (Dire Wolf 50 ft, Brown Bear 40 ft)

Other Abilities:

  • Darkvision: See in darkness (60 ft)
  • Ritual Casting: Cast many spells without using spell slots (if you have time)

RESOURCE MANAGEMENT

Resource Total Available Recharges On
Wild Shape Uses 2 uses Short or Long Rest
Spell Slots (1st) 4 slots Long Rest
Spell Slots (2nd) 3 slots Long Rest
Spell Slots (3rd) 3 slots Long Rest
Spell Slots (4th) 1 slot Long Rest
Feline Agility Recharges when you don't move Every turn (conditional)

Important Notes:

  • Wild Shape recharges on SHORT rest - use it liberally!
  • When Wild Shaped, you have a separate HP pool (beast HP)
  • Ritual spells can be cast without using spell slots (takes 10 extra minutes)
  • Your spell slots are your main limitation - use Wild Shape for combat when possible
  • Elemental Fury is unlimited - use it every turn in Wild Shape

COMMON TACTICS

1. The Tank-Caster Combo (Versatile Combat)

  • Round 1: Cast concentration spell (Entangle, Call Lightning, Flaming Sphere)
  • Round 2: Wild Shape into Brown Bear (tank form)
  • Maintain concentration on your spell while attacking in bear form
  • Why: You get to control the battlefield AND be a frontline tank
  • Remember: If you take damage, make concentration check!

2. The Alpha Wolf (Pack Leader)

  • Cast Faerie Fire or Entangle to control enemies
  • Wild Shape into Dire Wolf
  • Attack with Pack Tactics (advantage when allies nearby)
  • Use Elemental Fury for extra 1d6 damage
  • Knock enemies prone with bite attack
  • Damage per turn: 2d6+3+1d6 = ~13 damage with advantage and prone
  • Why: High damage, mobility, and you give allies advantage on prone enemies

3. The Healer-Controller (Support Focus)

  • Stay in normal form
  • Cast control spells: Entangle, Hold Person, Spike Growth
  • Use Healing Word (bonus action) to heal allies without losing your action
  • Cast Cure Wounds when someone needs big healing
  • Keep Pass Without Trace active for party stealth
  • Why: Maximize your spellcasting to support the party

4. The Artillery Druid (Sustained AoE Damage)

  • Round 1: Cast Call Lightning (3rd level) - lasts 10 minutes, concentration
  • Each turn: Call down a lightning bolt (3d10 damage, 60 ft range) as an action
  • Wild Shape into Dire Wolf with bonus action
  • Total damage per turn: 3d10 lightning (your action) + 2d6+3 bite (if you Wild Shaped previous turn)
  • Why: Massive sustained damage for up to 10 rounds

5. The Scout (Information Gathering)

  • Wild Shape into small/flying creature (cat, bird, spider)
  • Scout enemy positions without being noticed
  • Return and report to party
  • Transform back before combat starts
  • Why: Perfect stealth and mobility, can access areas others can't

6. The Emergency Tank (HP Sponge)

  • When low on HP in combat
  • Wild Shape into Brown Bear as bonus action
  • Instantly gain 34 temporary HP
  • Continue fighting
  • When bear form dies, you revert to normal form with your original HP
  • Why: Effectively gives you ~80+ HP total (your HP + beast HP)

QUICK REFERENCE

On Your Turn, Usually Do One Of These:

  1. Wild Shape into combat form (Dire Wolf/Brown Bear) → Attack with beast abilities
  2. Cast control spell (Entangle, Hold Person, Spike Growth) to lock down enemies
  3. Cast Call Lightning → Rain down lightning each turn for 10 minutes
  4. Cast Healing Word (bonus action) → Cast offensive spell or attack
  5. Stay in Wild Shape → Attack + Elemental Fury (bonus action)

Best Spell Preparation Strategy:

  • Always prepare: Healing Word, Cure Wounds, Entangle, Pass Without Trace
  • Combat control: Hold Person, Spike Growth, Faerie Fire
  • Damage: Call Lightning, Conjure Animals, Flaming Sphere
  • Utility: Speak with Animals, Detect Magic, Goodberry

Bonus Action Options (Pick One Per Turn):

  • Wild Shape: Transform into a beast
  • Healing Word: Heal an ally at range
  • Feline Agility: Double your speed
  • Elemental Fury: Add 1d6 damage to attack (in Wild Shape)
  • Flaming Sphere: Move your fire ball

Remember:

  • Wild Shape gives you TWO HP pools - use it when hurt to reset HP
  • You can cast spells BEFORE Wild Shaping and maintain concentration
  • You CANNOT cast spells while Wild Shaped (except at higher levels)
  • Ritual spells don't use spell slots - use them freely out of combat
  • Pass Without Trace gives whole party +10 Stealth - use before sneaking
  • Elemental Fury costs nothing - use it every turn in Wild Shape
  • Your beast forms can do things you can't: climb walls (spider), swim (toad), track (wolf)
  • You can Wild Shape TWICE per short rest - don't be afraid to use it

Wild Shape Quick Reference:

  • Brown Bear: Tanking (34 HP, AC 11)
  • Dire Wolf: Damage + mobility (37 HP, AC 14, 50 ft speed)
  • Giant Spider: Control + climbing (26 HP, AC 14, web attack)
  • Giant Toad: Grappling + swimming (39 HP, AC 11, swallow)